Post by Zu on Sept 29, 2015 22:29:23 GMT -8

Definitely one of the things that are the fault of how the game was designed is that it's easy to miss ranged enemies... or not to know that there are any outside the screen. Had the game had an option to display enemy gruntz' "aggro radius" as a red-colored tint for the dangerous tilez, such issues would become much less of a problem.

Definitely something that should be looked into if/when Dizgruntled is back in development.

Post by Tomalla on Sept 30, 2015 1:35:53 GMT -8

And yes, I know that you're saying that it doesn't require THAT much reflexes... but that's like saying that if a bodybuilder can lift half a ton just fine, then a senile old grandpa can do that just fine too. People have different reaction times, is what I'm saying.

That analogy assured me you do not understand at all and have not even a mere idea of what I was trying to convey here. But since you like analogies so much: that half-a-ton weight is actually just few kilograms instead. But the elderly will not even try to lift a thing, convinced it's simply too heavy for him.

I'm tired of fighting because I see there's no point in doing so. I'll only add one more thing: there have been designers that use checkpoint plates to restrict movement of Gruntz with some particular tool. These are typically not supposed to be raised at all. It's designers that make the rules. Not the players. I don't like the idea of a quote-unquote council starting to form here deciding what rules levels are supposed to follow. The only rule that should apply to all the levels, the past and the future ones, is common sense. Period.

@Wedrikul, don't worry about that rant. Keep the levels coming and design them just the way you like it. Cheers

Post by Zu on Sept 30, 2015 8:02:47 GMT -8

If the game was designed with people making up their own rules in mind, yes. But unfortunately, the game does not allow for making custom help books, and therefore the designers have no ability to convey to the potential player that their levels follow rules XYZ... short of them saying so in the description in the download thread, and that, let's be honest, is very easy to overlook or skip. And this leads to the situation of a player being completely unaware what he's walking into, being caught off-guard when he comes across changed rules that he didn't expect would be changed, and likely getting frustrated and quitting without giving the level a second chance.

In its current status, the game is just ill-suited for completely changed rules. Had Monolith included the ability to make custom help books in which the designer could explain how the level is supposed to be played, we wouldn't be having this discussion.